ARCHANGEL HAAC-4
Heavily Armored Assault Carrier
The last of the Assault Carriers, the Archangel-class was meant to be a heavy combat replacement of the Alabama-class Command Carriers. Originally ten ships were to be made to augment the REF's forces against the Invid Regent. They were to incorporate many advanced technologies that would later see use in other REF designs, including extensive ship automation and two mini-reflex cannons built into the forward section of the ship. Unfortunately, only two ships were fully completed before the Tirol shipyards were destroyed in the REF Civil War. While the Dominion was manned by a crew loyal to General Edwards, the Archangel was manned by a crew made up of mostly cadets loyal to the Hunters. The Archangel waged a guerilla campaign in the Fantoma system, alongside Breetai, for the several months before the Hunters returned to Tirol with the Sentinels and the rest of the REF. In the epic battle over Tirol, the Archangel had a final showdown with her sister ship that saw the Dominion destroyed. While the other seven ships were destroyed in their gantry ways, enough parts were recovered from them and the Dominion to complete a third ship, the Troy Horse. The REF High Command has since decided to phase out the Assault Carrier class of warship, and standardize its ship patterns to the Garfish, Ikazuchi, and Izumo classes of warships which have the same capabilities, but fewer crew.
Because of the shortage of parts and her incomplete construction at the time of the destruction of the Tirolian shipyards, the Troy Horse has a radically different look from the Archangel. Even with the lack of the atmospheric wings and fins, and the quadruple launch bays, Troy Horse is nearly 90% parts compatible with the Archangel, aiding in the availability of replacement parts. Despite this, the Troy Horse has been relegated to test-bed status, and the odd special operation that her unique capabilities allow her to perform.
Besides the two mini-reflex cannons mounted below the two launch bays, the Archangel is also armed with two enhanced twin laser cannons based on those mounted on Zentraedi warships, two 110cm railguns, forty armored missile launchers, and sixteen anti-mecha cannons. The Archangel also carries two full squadrons of Legios Alpha-Beta squadrons. The Troy Horse on the other hand, is only armed with six of the enhanced twin laser cannons, forty armored missile launchers, and sixteen anti-mecha cannons. However, it does mount a prototype Shadow Device, a prototype "Variable" Force Field, and carry three full squadrons of Legios Alpha-Beta squadrons. Both ships are covered in an experimental laser resistant armor; but while the Archangel is protected over the main body, engine section, and launch bays, the Troy Horse is only protected over the main body.
ARCHANGEL HAAC-4
Vehicle Type: Space, Heavily Armored Assault Carrier.
Crew and Troops: Minimum Crew: 20; Normal Crew: 91 + 52/78
Ship's Crew: Ship's Captain (1), first officer and second in command (1), Bridge Officers (10), Mechanical Engineers (20), Bio-Mechanical Engineers (10), Security Force (24), Assorted Other Personnel (25).
Pilots [Archangel]: 52.
Pilots [Troy Horse]: 78.
Mecha Capability:
|
[Archangel] 22 (44) |
Legios (Alpha-Beta Combination) |
|
[Archangel] 2 (4) |
Elint Legios (Alpha-Beta Combination) |
|
[Troy Horse] 33 (66) |
Legios (Alpha-Beta Combination) |
|
[Troy Horse] 3 (6) |
Elint Legios (Alpha-Beta Combination) |
|
2 |
AMR-10 |
|
4 |
TCH-4 |
|
4 |
HCT-20 Bull Dog |
|
4 |
ML-3 |
|
2 |
AAT-40 |
|
2 |
ARRAV |
|
4 |
VM-9H Silverback |
|
4 |
Perytonian Air Skimmers |
M.D.C. by Location:
|
Retractable Mini-Reflex Cannons (2): |
200 each |
|
Retractable Twin Laser Turrets (2) [Archangel]: |
550 each |
|
Twin Laser Turrets (6) [Troy Horse]: |
700 each |
|
110cm Valiant Railgun (2): |
500 each |
|
Anti-Mecha Automatic CIWS (16): |
350 each |
|
[1] Ship-to-Ship Missile Launchers (12): [Archangel] |
400 each |
|
[1] Ship-to-Ship Missile Launchers (24): [Troy Horse] |
400 each |
|
[1] Anti-Mecha Missile Launchers (28): [Archangel] |
300 each |
|
[1] Anti-Mecha Missile Launchers (20): [Troy Horse] |
300 each |
|
Atmospheric Wings (2): |
3500 each |
|
Airlock Hatches: |
200 each |
|
[2] Engine Section: |
15300 each |
|
Hanger Sections (2) [Troy Horse (4)]: |
8750 each |
|
Hangar Main Doors (2) [Troy Horse (4)]: |
700 each |
|
[3] Bridge: |
600 each |
|
Bridge Tower: |
2500 each |
|
DS-1 Pinpoint Barrier (3): |
5000 each |
|
DS-4-X Full Barrier System [Troy Horse]: |
5000 each side / 30000 total |
|
Inner Walls: |
250 each |
|
[4] Main Body per 30 sq.ft. (hull) : |
300 |
|
[5] Main Body: |
25000 |
Notes
[1]: Missiles are launched from individual armored cells. The MDC listed is for the cover to each armored cell. The cell itself has 200 MDC, which would hopefully vent any explosion from a destroyed missile away from the ship. Unused missiles can be rerouted to undamaged or undestroyed cells.
[2]: Destroying the engine section on either ship will leave them dead in space, unable to move. Life support still functions, but the ship is left to drift.
[3]: Destroying the bridge during combat will kill the captain and six of the bridge crew. The ship is still controlled from auxilary control, but all bonuses are lost.
[4]: 300 MD of damage from a single hit will puncture a 30 square foot hole in the hull of the ship. The ship is doubled hulled, so any follow on damage to an inner wall will cause a hull breach.
[5]: Depleting the MDC of the main body will shut down the vessel and cause it to begin drifting. All ship functions are dead except for life support, provided the engineering section is not destroyed. If engineering is also destroyed, life support is only possible by CVR-3 space suits. If the ship is reduced to -15,000 MDC, it will exploded causing 1D6x1000 MD to anything within 500 feet of the ship.
Speed
Conventional Sublight Propulsion: .20 the speed of light.
Emergency Propulsion: Maximum speed is the equivalent of Mach 14.
Space Fold: A standard space fold drive. Area of effect: one mile.
Atmospheric Speeds: [Archangel]: Maximum is Mach 1. Can accelerate to orbital insertion velocity. [Troy Horse]: Atmospheric flight is not possible.
Length: 1250 feet.
Main Body Height: 205 feet.
Fin Height: 275 feet.
Main Body Width: 512 feet.
Wingspan: 1024 feet.
Weight: 62000 tons.
Maximum Range: Unlimited. Protoculture reactors give it an estimated life of 30 years of constant use. [Troy Horse]: The "Shadow" system hides the protoculture emissions from the Invid, making the ship effectively invisible at long distances.
Main Engine: Reflex, heat pile system.
Notes: +2 Strike, +6 Strike in close combat, +4 Dodge in Space, [Archangel] +3 Dodge in Atmosphere, +7 Parry.
Destruction of the stabilizer wings on the Archangel eliminates any atmospheric dodge bonus.
WEAPON SYSTEMS
1. DS-1 Pinpoint Barrier Defense System: Operates the same as those on the Ikazuchi Command Carrier.
2. DS-4-X Full Barrier System: An experimental shield system similar to those found on Three Galaxies warships. Does not suffer the overload problems of earlier RRG full-facing force fields.
3. Retractable Mini-Reflex Cannons (2): These retractable Reflex cannons extend from below the flight decks of the Archangel. While they are restricted to firing directly in front of the vessel, their effect ensures nothing will survive. Individually, their swath is 200 feet wide, but if both are fired the swath is 500 feet wide.
Primary Purpose: Assault/Anti-Planet.
Range: 30,000 miles in atmosphere, double in space.
Mega-Damage: Destroys EVERYTHING in its path, regardless of MDC, out to its maximum range. Against a planet, or a target larger than 3 miles in diameter, it inflicts 1D6xOne Million MD; leaving a crater measuring 1D4 miles in diameter and 2D6x100 feet deep.
Rate of Fire: Once every five minutes, but limited to 8 blasts per hour each.
4a. Retractable Twin Laser Turrets (2): These laser turrets are similar to the secondary lasers mounted on Zentraedi cruisers; however, they have been upgraded for higher firepower. They retract behind armored plate shields mounted on the top of the Archangel's launch bays. They are capable of 360 degree rotation with a 180 degree arc of fire. They can fire individually, or both simultaneously.
Primary Purpose: Anti-Spacecraft.
Range: 100,000 miles in atmosphere, double in space.
Mega-Damage: 4D6*100 MD per blast.
Rate of Fire: Three per Melee.
4b. Forward Laser Turrets (6): These laser turrets are identical to the retractable twin laser turrets of the Archangel and can fire in a volley of two or more turrets. Two are mounted above and under each of Troy Horse's flight decks, with the last on either side. They are capable of 180 degree rotation with a 180 degree arc of fire.
Primary Purpose: Anti-Spacecraft.
Range: 100,000 miles in atmosphere, double in space.
Mega-Damage: 4D6*100 MD per blast.
Rate of Fire: Three per Melee.
5. Valiant 110cm Linear Railgun (2): The Valiants are retractable upgraded versions of the railguns originally mounted on the SDF-1. Valiants fire what is essentially a giant iron slug, although in a shortage situation, any ferrous object can be fired out of the barrel.
Primary Purpose: Anti-Spacecraft.
Range: 200 miles in atmosphere, double in space.
Mega-Damage: 3D4*100 MD per blast.
Rate of Fire: Eight per Melee.
Payload: 400 slugs total.
6. Anti-Mecha Automatic CIWS (16): There are seven anti-mecha laser turrets mounted ventrally and seven mounted dorsally, with two more mounted on either side of the bridge tower. They have a 360 degree rotation with a 180 degree arc of fire and fully cover all aspects of the main body.
Primary Purpose: Defense.
Range: 1 mile in atmosphere, double in space.
Mega-Damage: 2D6*10 MD per blast
Rate of Fire: Six per melee.
7a. Ship-to-Ship Missile Launchers [Archangel] (12): These twelve dual-missile bays fire from the fin section of the main body. Six face forward and six face to the rear. All six can fire as one volley.
Primary Purpose: Assault/Defense.
Missile Type: Long-Range of any type; usually Reflex (Heavy) or Reflex Multi-Warhead.
Range: Varies with missile type; 500 to 2100 miles.
Mega-Damage: Varies with missile type.
Rate of Fire: 2, 4, 8, or 12 missiles per volley.
Payload: 12 missiles in each fin, with 480 more in storage bunkers. Missiles automatically reload after each volley.
7b. Ship-to-Ship Missile Launchers [Troy Horse] (20): These twenty dual-missile bays are mounted in four batteries of five bays each. The ship can launch missiles from individual bays, an entire battery, or all readied missiles as a volley.
Primary Purpose: Assault/Defense.
Missile Type: Long-Range of any type; usually Reflex (Heavy) or Reflex Multi-Warhead.
Range: Varies with missile type; 500 to 2100 miles.
Mega-Damage: Varies with missile type.
Rate of Fire: 2, 10, or 40 missiles per volley.
Payload: 10 missiles in each bay, with 480 more in storage bunkers. Missiles automatically reload after each volley.
8a. Anti-Mecha Missile Launchers [Archangel] (28): Four launchers are grouped into seven batteries spread all over the hull of the Archangel. Individual missiles, or volleys of four can be launched.
Primary Purpose: Assault/Defense.
Missile Type: Medium-Range of any type; usually Multi-Warhead.
Range: Varies with missile type; 50 miles.
Mega-Damage: Varies with missile type.
Rate of Fire: 1 or 4 missiles per volley.
Payload: 4 missiles in each battery, with 400 more in storage bunkers. Missiles automatically reload after each volley.
8b. Anti-Mecha Missile Launchers [Troy Horse] (20): Four launchers are grouped into five batteries spread all over the hull of the Troy Horse. Individual missiles, or volleys of four can be launched.
Primary Purpose: Assault/Defense.
Missile Type: Medium-Range of any type; usually Multi-Warhead.
Range: Varies with missile type; 50 miles.
Mega-Damage: Varies with missile type.
Rate of Fire: 1 or 4 missiles per volley.
Payload: 4 missiles in each battery, with 300 more in storage bunkers. Missiles automatically reload after each volley.
9. Launch Bays: The Archangel has two catapult style launch bays that can launch two Legios per action. The Troy Horse has four catapult style launch bays that can launch four Legios per action.
Special Notes:
Most large space vessels have the following facilities and equipment. Only their placement, size, and complexity vary with each ship’s layout.
1. Speed of Light Travel: All spacecraft can travel at a fraction of the speed of light.
2. Auxiliary engines and propulsion system: allows for travel at around the speed of sound. These engines are used only in emergencies.
3. The Command Center/Ship’s Bridge: This is the heart of the big ships. This massive area controls and monitors external and internal communications, sensory data, and weapon systems. Toward the center of the chamber is the strategy and tactics conference table. Computer generated graphics, plotting arms, and superimposed holograms, can display a complete visual image, with accompanying data regarding an enemy target(s). Over 700 targets, within an 80,000-mile area, can be identified, tracked, and visually displayed, with an accuracy margin of 94%. An array of computer banks, conference tables, data posts, monitors, large screens, and holographic displays protrude from the floor, walls, ceiling, and even dangle in mid-air.
Depending on the preferences of the various races, the commander may control the ship from a command bubble, a raised command deck, or even just a center mounted command chair. In any case, the ship’s commanding officer can observe all activity. Holographic displays, triggered by voice activation, spring to life at the slightest grumble. In some cases, a small forcefield or a transparent armor bubble with a MDC of 50 may protect the command area.
4. Auxiliary Bridge: Most vessels have an auxiliary bridge buried deep within the heart of the vessel. This bridge has most of the same abilities of the main bridge, but in a much smaller area. As such, the displays aren’t as numerous or as large as those on the main bridge. As this bridge is very rarely used, junior officers are usually assigned here, with a command level officer in charge.
5. Radio Interference Network: From the Command Center, the ship can project an area or net of intense radio interference that can completely isolate an enemy. The range of the radio jamming is approximately 50 miles, but can be increased by linking additional ships into the network (adds 50 miles per each additional vessel). Anyone caught within the radio interference net will be unable to receive any short or long-range transmissions. A superior communications system, like that of another cruiser, will be able to maintain internal communications as well as boosted short range communications within 25 miles from the main receiver. There are no limitations as to the duration of these jamming signals, which can be maintained for months.
6. Radar Jamming: From the Command Center, a ship can jam an enemy’s radar. Range is a 10-mile area up to 400 miles away.
7. Long Range Video and Communications System: From the Command Center, can send clean, accurate audio-visual transmissions up to 10,000 miles away, as well as pick up and monitor outside transmissions. The range of transmission is doubled in space and can be further extended by bouncing transmissions from one ship to another.
8. Internal Security System: From the Command Center, besides monitoring hatch and door status all over the ship, the sensors monitor the temperature, radiation, motion, and chemical make-up of the ship’s breathable oxygen. The system can detect interlopers, disturbances, or anomalies on board the vessel.
9. Medical Facilities/Laboratory: Big ships have fully stocked, modern medical facilities, equal to any ground-based hospital. Any medical procedures that are available to a race can be performed in the medical facilities, including bionic and cybernetic replacements of limbs and organs. The laboratory facilities include chemical, biological, spectrographic radiation, and sound analysis, storage of specimens, and audio/visual/computer data recording.
10. Mess Halls: Distributes various foods and drinks. Water is also dispensed at these locations.
11. Water Supply: A large reservoir of drinking water is stored on all vessels, in addition to the supplies at the mess halls.
12. Launch Bays: These huge, wide-open storage areas for fully functioning combat ready fighters and shuttles can be found scattered throughout the ships.
13. Vehicle/Armor Bays: A comparatively smaller chamber containing weapons, armor, and ground vehicles, usually connected to the launch bays by corridors or elevators.